FurMark, GPU stress test
FurMark 1.14.0
 
(Test) Particle Rendering: Point Sprites vs Geometry Shaders Sprites
TEST: Point Sprites vs
Geometry Shaders
GPU Caps Viewer
GPU Caps Viewer 1.21.0
 
GPU Shark
GPU Shark 0.9.0
 
Particle Billboarding with the Geometry Shader (GLSL)
Particle Billboarding
Geometry Shader (GLSL)
Billboarding in the Vertex Shader (GLSL)
Billboarding
Vertex Shader (GLSL)

Posts Tagged ‘smoke’


GeForce GTX 590 Burns (no need FurMark!)

6 comments - What do you think?  Posted by JeGX - 2011/03/24 at 19:24

Categories: Graphics Cards   Tags: , , ,



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Intel Smoke Multi-Core CPU Tech Demo 1.2

1 comment - What do you think?  Posted by JeGX - 2010/02/22 at 12:07

Categories: Game Development   Tags: , , , , , ,

Intel Smoke Multi-Core Tech Demo


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Dark Void: PhysX Off vs PhysX On Comparison

3 comments - What do you think?  Posted by JeGX - 2010/01/19 at 12:28

Categories: NVIDIA PhysX, Video Games   Tags: , , , , ,




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Practical Fluid Dynamics: Part 2

Be the first to comment - What do you think?  Posted by JeGX - 2008/07/23 at 18:38

Categories: Programming   Tags: , , , , ,

Following up his popular recent article, Neversoft co-founder Mick West explains the technical details – including source code – of creating dynamic fluid systems such as smoke for video games.

Read the part 2 HERE.


Practical Fluid Dynamics: Part 1

2 comments - What do you think?  Posted by JeGX - 2008/07/02 at 17:55

Categories: Programming   Tags: , , , , , ,

In this technical article originally printed in Game Developer magazine, Neversoft co-founder Mick West looks at how to efficiently implement fluid effects – from smoke to water and beyond – in video games, with example code.

Read the part 1 HERE.